Thanks for the note, I'll notify Lake about it. Also glad that you like the mod.
I totally forgot to release v1.13.2 (probably will be v1.14), I'll hopefully do that somewhere this week.
#1051
Thanks for the note, I'll notify Lake about it. Also glad that you like the mod.
I totally forgot to release v1.13.2 (probably will be v1.14), I'll hopefully do that somewhere this week.
hi @Celestial how are you? well I been playing the mod and so far you made a great work but(yeah sorry)the allied infantry is overwhelming,I know in RL it was like this but still the german factions are outnumbred,perhaps you could rise the german squad sizes I mean,maybe just one or 2 soldiers but well it's up to you...also a hold position! ability would be very very useful,thx in advance my Dutch friend(ummm it is Dutch right? sorry if I'm wrong)
R.I.P.(Requiescat in pacem) loran korn & MrScruff
Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)
#1053
Well I'm fine, but haven't done any modding in a few weeks. Well tbh it's all well balanced with the current version we have unreleased. My life is kinda busy lately, but I'll (I promise) upload v1.2 (v1.14 renamed to v1.2) at the end of this week.
If you are facing a lot of allied infantry I suggest getting some anti-infantry units like the Recon Halfrack, Armored Car, Whirblewind, Ostwind, Puma or stuff that can ruin an infantry squad's day.
ok,nice to hear that...honestly I can't wait hehe...thx for the info. @Celéstial
#1055
Have been busy as hell with personal stuff, but did some final changes, expect a changelog soon. And a release shortly after.
yeah! great to hear that...I can't wait![]()
#1057
Okay here's the probably final changelog for v1.2.
-----------------------------------------------
Back to Basics: Battle of the Hedges v1.2
-----------------------------------------------
- Nashorn user interface icons and .ucs values fixed
- Nashorn weapon fixed.
- Fixed the issue where the Nashorn would cause to drop income dramaticly.
- Commonwealth Machine Gun Emplacement health increased from 450 to 650.
- Commonwealth/American/Wehrmacht Anti-Tank Gun Emplacement health increased 550 to 800.
- Commonwealth/American/Wehrmacht/PanzerElite Howitzer Emplacement health increased from 550 to 800.
- Commonwealth Bofors emplacement health increased from 500 to 750.
- Commonwealth Mortar Emplacement health increased from 450 to 750.
- Bombing Runs damage decreased vs. Buildings.
- Bren Light Machine Gun damage increased from 14/12 to 15/12.
- G43 upgrade now only gives 2 G43's again instead of 3.
- General infantry/vehicle health increase of 1.18x
- Infantry Anti-Tank Weapons slighly damage increase.
- Fixed an issue where infantry garissoned inside the Kangaroo would get insta-killed all the time.
- Stuka Zu Fuss Rocket Barrage range increased from 120 to 140.
- Hetzer fuel cost reduced from 110 to 90.
- Kangaroo fixed - infantry died way to fast inside it.
- Panzer Elite Schwimmwagen is now the Wehrmacht Schwimmwagen (with mg42, no roof).
- Bren Carrier can no longer move when self-repair is active.
- Hotchkiss H35 can now fire Incendiary Barrages when the Stuka Zu Fuss is upgraded.
- Hotchkiss Stuka Zu Fuss upgrade no longer requires the Panzer Support Kommand upgrade.
- Sd.Kfz. 250/3 "Vampire" now costs 220 manpower and 10 fuel.
- Sd.Kfz. 221 "Scout Car" now costs 220 manpower and 5 fuel.
- Brute Force Kommand now looks like the ToV Mortar Bunker.
- Brute Force Kommand can now fire Mortar Barrages.
- Fixed an issue where infantry garrisoned in bunkers would be nearly impossible to kill without destroying the bunker itself.
- Changes various shell explosions for tank guns.
- New Ability: Drache Infantry Drop-Off, replacing the Drache Recon ability.
- Removed the 50mm Pak 38 paradrop ability.
- Changed the GUI for the Bunker Buster Ammunition in the Commander Tree; it also unlocks Air Detonation Shells.
- American M7 Priest has a new ability; Air Detonation Shells.
- Decreased the Panther's penetration vs. the M26 Pershing.
- Increased American Infantry AT Weapon Penetrations vs. the Tiger.
- Changed Reactive Precision Artillery to Precision Rocket Battery Fire - it will fire various kinds of off-map rockets onto the targeted area.
- Added Nebelwerfer Battery Fire to the Hauptmann, he will order all Nebelwerfers on the field to fire at the targeted area.
- Increased the M5 76mm Anti-Tank Gun's effectiveness against all vehicles.
- Tuned the weapon system.
- Increased the throwing range of all grenade types.
- Increased the damage of all grenade types.
- Sturmgeschütz IV population increased from 4 to 6.
- Sturmgeschütz IV fuel cost increased from 50 to 55.
- Tigers population cost increased from 14 to 15.
- Stormtroopers population decreased from 8 to 4.
- Waffen SS Squad population decreased from 10 to 5.
- Ostwind Flakpanzer fuel cost increased from 40 to 55.
- Wirblewind Flakpanzer now kills infantry with the same effectiveness as the stationary flakvierling.
- Henschel 'Panzerknacker' AT strike now properly kills vehicles.
- New Reward Unit: Tiger 101; it will replace the Tiger from the Tigergruppen Assault Force when activated.
- Brute Force Kommand now shows the range of the 81mm Gr. 34 Mortar on the minimap when being constructed.
- New UI for Brute Force Kommand.
- New Ability for British Infantry: Field Dressing. When Field Dressing is applied the squad will revive a wounded squad member.
- Crommwell Command Tank can now use Victor Target.
- Snipers can no longer use Grenades.
- Scorched Earth can now be used on enemy strategic points.
- New ability for the Supply Halftrack: Repair Halftrack. It will gain the Pioneer State and Advanced Vehicle Repair.
- New Improved Jagdpanther model by Halftrack & Tankdestroyer.
- New skin for the Sd.Kfz. 250/9 (GnigruH's skin fixed for it).
- Fixed the Hotchkiss upgun weapon stats, they were completely screwed up.
- Sd.Kfz. 221 (Scout Car) capture distance increased from 2 to 10.
- Sd.Kfz. 221 (Scout Car) now comes with the Logisics Upgrade when build.
- Sd.Kfz. 221 (Scout Car) UI updated to show the radio antenna.
- 50mm PaK38 accurac nerfed vs. Allied light vehicles.
- Stuart accuracy increased vs. infantry.
- Stuart damage increased vs. Axis light vehicles.
- Stuart fuel cost decreased from 45 to 35.
- Fixed that the Panzer Elite Headquarters never had the Headquarters Accessoires like the American and Wehrmacht Headquarters have.
Last edited by Celution; 20th Feb 11 at 2:19 PM.
woooow mate! this are really big and nice changes,as I said I been recently playing the mod and gettin' used to infantry attacks so now I have no complains or suggestions until this latest version is released
thx @Celéstial
I'm currently in the process of making a launcher (a proper one this time!). The one I was coding before was very bloated and complicated. This one is nice and compact, even in the coding!
James
Whoah that's a lotta changes for v1.2 but they sure look nice. Just have to see how they will affect the game.
But I will certainly give it a shot.
#1061
Latest changes:
- New Ability for British Infantry: Field Dressing. When Field Dressing is applied the squad will revive a wounded squad member.
- Increased the 280mm and Firestorm damage per rocket.
- Nerfed the 37mm Stuart Gun vs. the Sturmgeschütz IV.
- American .30 Cal Machine Gun damage and penetration increased vs. Axis Halftracks.
- Commonwealth .303 Cal Machine Gun damage and penetration increased vs. Axis Halftracks.
- Commonwealth .303 Cal Machine Gun can now use AP rounds.
- Recoilless Rifles can be upgraded anywhere.
- Axis 20mm Guns horizontal tracking decreased.
There's gonna be a slight delay with the release, we did some more testings and turned out there are some flaws that I really want to get rid off. Plus that we added a new Game Mode: ATC Annhilate. It's annhilate with Automatic Territory Capture enabled. And AGameAnx made ATC work like insta capping of any sector when you move a squad in it, and he's too busy tonight or tomorrow to fix this. Sorry.
p.s. 2 new screenshots on ModDB.
New blog post - check out the website: www.btbmod.com
#1063
Okay, we also postponed the release a bit. We are currently working on improving the Brit AI and the AI in general. We also made that British Infantry will now secure territory when they enter a trench in friendly supplied territory, I'll put up a video of it soon.
Celéstial,
Would it be safe to assume the download link at [www_btbmod_com] is resume-able and will remain stable. I happen to have dinosaur dial-up and I suspect it might take me a week to get all of this mod. Not a problem if that giant [533mb] file stays put over many days.
I wouldn't mind getting my grubby paws on this.
Thanks
#1065
Yes, the link is stable and won't be removed or anything for some time. There are two other stable links to download BtB v1.13 from. One is on ModDB and the other on Filefront.
I was about to edit my post, but as lake said below, it would be better to wait for v1.2 because it is not far away. Also the AI is again very much improved in v1.2 so yea.
The file itself will stay there for now, don't worry :-)
There's not a definite ETA on 1.2, but it might not be far away (a matter of a few weeks). If it's going to take you a while to download, particularly if you are capped on download limits, it may be worth waiting until 1.2 is released. Sign up to our website updates, and you'll get notified when a new release is available.
Celéstial,
lake54,
Thanks for the reply. Of course I'll wait for 1.2. Just wanting to know if I can get a stable link to the the mod. I've had some trouble with filefront recently where I start a 200MB download on one day, come back to it two days later, and Free Download Manager shows the file gone from filefront [The log file actually shows the filefront server can't find the file]. If I go back to the files download page I end up getting a new link to the file that seemingly works. StrategyInformer does this kind of thing too. DL link is good one day, but bad the next. Makes me wonder why sites do this crap. Some of us just can't DL half a gig in less then 24 hours.
And I was wondering if you guys couldn't set up some sort of patch system to fix your mod without having to force people to DL a half-gig mod? Don't you folks use some sort of versioning software that can produce complete patches of the things you fix in your mod? These patches could be complete directory structues with changed files that could be packed into a simple *.zip file and distributed. An example would be BTB_patch 1.2.1 released as a single 40 meg file instead of a massive half-gig thing. Unless of course you happen to be godlike and never make mistakes.
Just started with SVN systems, but I think they all allow creating/exporting patches... depends on what SVN system you use.
We did experiment with SVN but oftentimes the changes were so large in terms of filesize they were just impractical. Also, we need to ensure that the only files that exist are the mod files for that version, otherwise CoH throws a hissy fit if you're playing a game against someone else with a 'clean' directory.
I guess the only solution that would work for both parties for now is to release slightly less regularly until such time as we can get an autoupdater in place that works.
#1069
New changes so far:
- Increased the 280mm and Firestorm damage per rocket.
- Nerfed the 37mm Stuart Gun vs. the Sturmgeschütz IV.
- American .30 Cal Machine Gun damage and penetration increased vs. Axis Halftracks.
- Commonwealth .303 Cal Machine Gun damage and penetration increased vs. Axis Halftracks.
- Commonwealth .303 Cal Machine Gun can now use AP rounds.
- Recoilless Rifles can be upgraded anywhere.
- Axis 20mm Guns horizontal tracking decreased.
- British Infantry will now secure a sector when entering a slit trench or foxhole in their own territory.
- M3a1 Halftrack now also has visible garrisoned infantry which can fire from the Halftrack.
- Royal Air Force Airstrike reworked. It will now work the same as the Henschel AT strike, but there's 2 types of aircraft: 1 targets infantry with .50 cal machine guns and the other targets vehicles with bombs.
- Fixed an issue where the Foxhole would die really fast compared to trenches. It's now as strong as a trench.
- Fixed an issue where Commonwealth Infantry would no longer give shared veterancy for their officers.
- Fixed an issue where the Hauptmann would not give any bonuses to infantry, though the icon did show up.
- New GUI decorator icons for the Staff Sergeant's aura.
- New GUI decorator icons for the Lieutenant's aura.
- New GUI decorator icon for the Hauptmann's aura.
- Reworked the Commandos tree (redesigned order of the upgrades).
- Reworded the Terror Doctrine (redesigned order of the upgrades).
- New Terror Ability: Propaganda War; All infantry affected from the ability will get negative battle performance for a short period of time.
- Commonwealth AI will no longer throw grenades on neutral buildings.
- 150mm Nebelwerfer manpower cost reduced from 390 to 325.
- Moved the Captain's off-map artillery ability to slot 9 instead of 5.
- Waffen SS Officer can now supervise structures when the Skirmish Phase is reasearched.
- Panzerfaust no longer requires the Skirmish Phase (since it already requires the upgrade in the KampfKraft Centre).
- Fallschirmjagers can no longer capture points while Hiding.
- Fallschirmjagers can now build trenches.
- Fallschirmjager Hide Ability moved to slot 6.
- Shocktrooper Camouflage Ability moved to slot 6.
- Engineers can now lay demo charges anywhere on the battlefield.
- Sappers can now lay demo charges anywhere on the battlefield.
- Commonwealth Mortar Emplacement build time reduced from 90 to 70.
- Wehrmacht Mortar Emplacement build time reduced from 90 to 70.
- Goliath Remote Controlled Bomb munition cost reduced from 125 to 100.
- Fixed an issue where Call-In abilities could no longer be targetd in the Fog of War.
- New GUI for the Commando Jeep Mine Drop ability.
- Henschel 'Panzerknacker' weapon tuned; it's fires a straight line of 75mm projectiles instead randomly of firing it's cannon.
- American/Commonwealth Glider HQ Healing Aura increased from 6 to 10.
- Nerfed the Area of Effect of the 75mm PaK 40 on the Geschützwagen, it's now matching the Marder III.
- Churchill AVRE shell now has a larger Area of Effect and pins down infantry.
- Churchull AVRE Petard fire ability munition cost increased from 35 to 75.
- Panzer Elite vehicles now gain veterancy like all other vehicles.
- Fixed speeches for Axis emplacements.
- Fixed veterancy decorators for emplaced weapons (88mm Flak 36, 20mm Flakvierling, 25 Pounder, etc.).
- New unit: Assault Squad. It's a 4-man airborne squad armed with Thompsons. They can fire-up and use the Assault ability. Buildable from the HQ Glider in the Airborne Commander Tree.
- Recoilless Jeep can now lay mines.
- Supply Halftrack can now drop Goliaths when the Repair Halftrack is upgraded.
- Secure Nest removed from the Highlanders and Royal Scottish Highlanders Commander Tree.
- Staghound Call-in moved to the spot of the Secure Nest.
- New upgrade in the Royal Scottish Highlanders Commander Tree: Armored Car Mine Drop.
- Mortar Halftrack can now fire Smoke Barrages.
Hello love your mod but i thought 1.2 was coming out weeks ago? Love to see the Nashorn Fixed![]()
#1071
Yea, but the ModDB uploader is failing horribly. We tried uploading almost 10 times and all timed out while saving.
Put it up on torrent and i will seed iti have a 50/50meg connection
#1073
New changelog update, for those who are eager to the next version.
NEW (April 4th 2011):
- New upgrade in Supply Yard: M2Hb Jeep; all future build Jeeps are armed with the more powerfull .50cal M2Hb.
- M5a1 Stuart removed from American Motorpool.
- M8 Scott buildable at American Motorpool when the Armor Commander is chosen.
- New upgrade in Supply Yard: M2Hb Jeep. All future build Jeeps will be equipped with the more powerfull .50cal M2Hb.
- Fixed that the American M7 Priest could be called in when the Headquarters is destroyed.
- American M7 Priest now requires either the Motorpool OR Tank Depot.
- New Game Mode: ATC Annhilate; Play Annhilate matches with the Automatic Territory Capture enabled.
- Fixed an issue where the American Captain got disabled when engineers were in the build que.
- Redesigned the Wehrmacht Atlantikwall Doctrine:
--- Grille Self-Propelled Gun removed.
--- 105mm leFH18/40 moved to the place of the 280mm Rocket Battery
--- 280mm Rocket Battery moved to the place of the Grille.
- Redesigned Scorched Earth Tactics:
--- Scorched Earth ability moved to the place Bergetiger
--- Bergetiger moved to the place of Flares.
--- Flares removed.
--- New call-in in Scorched Earth: Gebirgsjägers.
--- Gebirgsjägers no longer trainable at the Brute Force Kommand.
--- Gebirgsjägers can now only construct the MG42 Emplacements, 88mm Flak 36 Howitzer and Disrupor Radios.
--- New building: Disruptor Radio; it steals rescources in enemy territory.
--- Gebirgsjägers can plant Demo Charges when upgraded in Scorched Earth Tactics.
--- Supply Halftrack can now lay Incendiary Mines when upgraded in Scorched Earth Tactics.
--- Sector Artillery moved to the place of Scorched Earth.
--- Hotchkiss moved to Scorched Earth Tactics; in the place of the Bunker Self-Repair.
- Ammunition Delivery costs changed to from 200 manpower 10 munition and 10 fuel changed to 500 manpower.
- Sturmgewehr 44 upgrade (in Brute Force Kommand) costs changed to 200 manpower and 25 fuel.
- Heavy Support Weapons upgrade costs changed to 200 manpower and 15 fuel.
- Off-map artillery is more spread out and longer time between shells.
- Bergetiger call-in now works properly
- Bergetiger population cost reduced from 10 to 6.
- Bergetiger call-in hotkey removed.
- Bergetiger call-in manpower cost reduced from 600 to 300.
- Medic Healing Aura increased from 10 to 15.
- Gebirgsjägers can construct Disruptor Radios; when built in enemy territory it will reduce their munition or fuel income.
- New GUI Symbol for the M26 Pershing.
- Increased Tiger build time from 70 to 80 seconds.
- Decreased Panther build time from 70 to 65 seconds.
- Decreased Tiger manpower cost from 920 to 870.
- Increased Panther survivability.
- Renamed Atlantikwall to Defensive Strategies.
- Renamed Schwere SS Panzer Abteilung 102 to Offensive Strategies.
- Fixed and improved most discriptions for units and abilities.
- Changed Ammunition and Fuel Supplies in Offensive Strategies to Improved Supply Lines; it will increase your individual munition and fuel income with 25%.
- Shocktroopers no longer limited to 2 at the time.
- Fixed that American AT-Gun Crews would move very slow.
- American AT-Gun AP Shells ability duration reduced from 25 to 10.
- Fixed that Repair Pioneers would show up as white boxes on the minimap.
- Fixed that Repair Pioneers would not get the repair wrench when repairing.
- Fixed that vehicles getting repaired by Repair Pioneers would not get the repair wrench.
- New upgrade in Kampf Kraft Centre: Armoured Skirts; The Panther, Sturmgeschütz IV, and Panzer IV will have Armoured Skirts.
- Panther, Sturmgeschütz IV and Panzer IV can no longer upgrade Armoured Skirts.
- Commonwealth Rifle Grenades accuracy fixed, they are much more accurate now.
- Fixed that Fallschirmjägers would not reveal while shooting in cover.
- Off-Map strikes (artillery, planes, rockets etc.) cannot be targeted in enemy base sectors anymore.
- Increased team weapons health (HMG's, Mortars, AT-Guns) health.
- Reworked veterancy to be more specific for eac unit type.
- Added kicker messages when a veterancy level is gained.
any eta on release date?
Celestial is trying to upload it and it's constantly failing. Eventually we'll work something out. As for my opinion, it's not even completely finished yet, we're making huge changes daily, this is why you get nothing but changelogs, haha. That's pretty exciting for us but probably already getting annoying for youYea so, I think it's not yet ready, for example, there's quite a big bug with PE AI atm, it doesn't seem to build its base properly. I changed the way it works and yeah it backfired a bit, just like all the new things do sometimes. But anyway, release date is pretty much any day that Celestial manages to upload it. When I decide this is ready then I'll try uploading it too. Bare in mind that the mod is pretty big and my upload speed isn't the greatest so that's why I'm not trying it as of yet.
I'll hear when the new version is out and will download it.
Looking forward to it.
will change the size of the Doctrines anytime?
http://hq-coh.com/forum/index.php/topic,20769.0.html
(if anybody interested to create a late Tiger I model try this:
http://www.cohmods.com/tiger-i-late-t167.html)
#1078
They have been changed for a long time, all commander trees are 2x4 instead of 2x3.
Just a quick update from my end too, the new launcher will be included in 1.2, and it will be in the form of a full installable package, allowing for easy uninstall too (although naturally, we would hope you wouldn't want to do that!!!)
I'll do a blog post detailing all the 'new' things outside of the mod on our website soon after it is released.
James
can germans build trenches?
#1081
Yes, every army has a few units that can build trenches.
Americans:
Riflemen, Rangers and Engineers can build trenches when the Defensive Operations has been upgraded in the Infantry Commander Tree.
Airborne can dig Foxholes, which are basicly the same as trenches.
Commonwealth:
All infantry can dig trenches at all times.
Wehrmacht:
Grenadiers, Volksgrenadiers and Pioneers can dig trenches when Dig In! is unlocked in the Defensive Strategies Tree.
Waffen SS Infantry can dig trenches.
Panzer Elite:
Luftwaffe, Fallschirmjägers, Gebirgsjägers and Schocktroopers can dig trenches.
I didn't see trench build option with german pioneers, grenadiers and volks had it thou
EDIT: after my first battle I have to say, I had a wonderful time! I really enjoyed to lead me tiger true a city full of american m4's and m10's. I managed to get 10 tank kills and only 1 hit that damaged me.
This mod really wants me to micro my troops or Tanks because usually it is over after 1 hit. (was surprised when my first Tiger got destroyed by a single shot from m10 form the front, well must have been a lucky hit)
and could you possibly give Bergertiger, or some vehicle that can restore destroyed vehicles? for every faction?
Last edited by Hopit; 8th Apr 11 at 2:18 PM.
#1083
Thanks for the positive reaction!
Yea trenches are now available for Pioneers aswell, it's something we fixed in v1.2. Tigers are slightly changed too. Their front is still very strong but rear and sides are much easier to penetrate now. This has been done for balance reasons since the Tiger was somewhat overpowered. Don't worry, they are still something you should fear. About recovering vehicles, we removed that on purpose from the Bergetiger since it's pretty rediculous to recover a destroyed tank, sorry. You'll sure love v1.2 I bet
.
aww. I liked the overpowered tigers![]()
#1085
Haha, they were fun to drive with indeed. Don't worry they aren't nerfed to hell, as said, they are still a fierce opponent.
ok, after a couble of games I noticed that at first AI spams m10's, when you destroy those they start to spam crocodiles and stuarts, after those come m10's again
they rarely use m4 shermans
#1087
Yes, we improved the AI a lot again and it should use Shermans more now. Thanks for the feedback, we apprieciate it.
yea guys, late game AI was pretty bad. Only axis was decent. We've improved on it but surely there's more work to be doneIf AI doesn't choose a doctrine which has offmap artillery then it is likely not to be able to break your choke points still. But compared to vcoh, it's still an improvement. It does build mortars to shell your positions and keeps them mostly behind, it does use on-map and off-map arty to shell you even harder. Sometimes it's still not enough but I'm sure current expert AI will give you quite a challenge. It gives it to us for sure
![]()
#1089
Back to Basics v1.2
Our team is proud to present the long-awaited version 1.2 – along with the brand new launcher, and an installer to get you going!170 changes are included in this release, with 20-30 bug fixes, and around 130-150 balancing fixes.
We would appreciate your feedback on the new features (particularly the launcher and installer), so post stuff here if you have suggestions/bug reports. Get over to our Download Page to grab your copy of Back to Basics v1.2.
Complete changelog is posted at the frst post, and I'll get some screenshots ready too.
Last edited by Celution; 10th Apr 11 at 7:28 AM.
Nice Celestial !!
Been following your mod. I think this mod is done neatly..
Good on ya !!
@Celéstial...I'm happy to see your mod finally updated and ready to be downloaded,I can't wait to play this big update!!!
#1092
Haha, we hope you'll like it, but don't thank me alone. It has been hard work and testing with the team.
When i click on the short cut to start the game.It says i need netframework4.0.I have 3.5.Can i just download 4.0 and install it or do i need to uninstall 3.5 first?I looked for the answer but couldnt find it.
Oh yeah that's a redistributable package you can find it easily on the internet. Here you go: http://www.microsoft.com/downloads/e...displaylang=en
I have a problem here,i instaled everything like it have to,but when i click launch\back to basic an error pops outSpoiler
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.InvalidCastException: Conversion from string "1.2" to type 'Double' is not valid. ---> System.FormatException: Input string was not in a correct format.
at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
--- End of inner exception stack trace ---
at Microsoft.VisualBasic.CompilerServices.Conversions.ToDouble(String Value, NumberFormatInfo NumberFormat)
at Back_to_Basics_Launcher.Main.mnuMainLaunchMod_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Back to Basics Launcher
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Games/Company%20of%20Heroes/Back%20to%20Basics%20Launcher.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Thanks AGameAnx will try to play again.
#1098
SlipSon: Don't use the launcher, try to create yourself a shortcut and add this to the target line: -mod Improved -dev. Hopefully that works.
We'll have to ask James (lake54) about this. We never actually used the launcher before, he programmed it, packed it and we released it, we didn't test because we don't need the launcher in the first place. I was assuming it would all work and really, it should. I might only guess that this was some kind of last minute change which he was sure about but it didn't work out. We'll surely patch it up as soon as James comes online. For now, you can try starting the mod the usual way of creating a shortcut of RelicCOH.exe and adding -mod Improved -dev to the target line.
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